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Ocko

Mathew Ocko, San Francisco, CA US

Patent application numberDescriptionPublished
20120030123CUSTOMER SERVICE REQUEST EVALUATOR - Apparatuses, methods, and systems for processing a customer support request for a game are provided. One method includes an operation for receiving a customer support request associated with a user. The customer support request is evaluated utilizing one or more service requests rules, where the service requests rules include a social gaming activity of the user and a behavior of the user while playing the game. Additionally, the method includes an operation for processing or denying the customer support request based on the evaluation of the customer support request.02-02-2012

Matt Ocko, Palo Alto, CA US

Patent application numberDescriptionPublished
20090083399NETWORK TRAFFIC ROUTING - A service appliance is installed between production servers running service applications and service users. The production servers and their service applications provide services to the service users. In the event that a production server is unable to provide its service to users, the service appliance can transparently intervene to maintain service availability. To maintain transparency to service users and service applications, service users are located on a first network and production servers are located on a second network. The service appliance assumes the addresses of the service users on the second network and the addresses of the production servers on the first network. Thus, the service appliance obtains all network traffic sent between the production server and service users. While the service application is operating correctly, the service appliance forwards network traffic between the two networks using various network layers.03-26-2009
20090083443AUTONOMOUS SERVICE BACKUP AND MIGRATION - A service appliance is installed between a production server running a service applications and service users. Upon being connected with the production server, the service appliance contacts the production server and/or service application and automatically replicates the service data from the service application. As additional service data is added to or modified by the service application of the production server, the service appliance automatically updates its replica of the data. In the event that a production server is unable to provide its service to users, the service appliance can transparently intervene to maintain service availability using the replica of the data. When an operational production server is connected with the service appliance, the service appliance can automatically copy its service data to the service application of the operational production server. The operational production server can be the same as the original production server or a new production server.03-26-2009

Patent applications by Matt Ocko, Palo Alto, CA US

Matt Ocko, San Francisco, CA US

Patent application numberDescriptionPublished
20110175923APPARATUSES, METHODS AND SYSTEMS FOR A DISTRIBUTED OBJECT RENDERER - APPARATUSES, METHODS AND SYSTEMS FOR A DISTRIBUTED OBJECT RENDERER implement distributed rendering of complex visualizations in rich multimedia objects for sharing in online social networking applications. In one embodiment, a processor-implemented distributed rendering method is disclosed, comprising: obtaining a request to render an image of a visualization included in a client app; analyzing the render request to determine data required for render processing; providing a request for the data required for render processing; obtaining the data required for render processing upon providing the request for the required data; recreating an app state of the client app using the obtained data required for render processing, the recreated app state including data related to the visualization included in the client app; rendering the image of the visualization including in the client app using the recreated app state; generating a publishing element using the rendered image of the visualization included in the client app; and providing the publishing element for publication.07-21-2011
20120013622Apparatuses, Methods and Systems for a Distributed Object Renderer - Software on a server receives a render request from a queue database. The software determines the render process requirements for the render request. The software queries a user profile database for render data based on the render process requirements. The software transmits a request to provide render data to a client device, if render data is not available in the user profile database. The software receives a response from the client device, including the requested render data. The software generates the rendered image, using the rendered data. The software creates a publishing element from the rendered data and a publishing template. And the software publishes the publishing element to the a newsfeed using an application programming interface (API).01-19-2012

Matthew Ocko US

Patent application numberDescriptionPublished
20120015714Apparatuses, Methods and Systems for a Multi-Level In-Game Currency Platform - The APPARATUSES and METHODS FOR dynamic conversion of a transaction includes receiving a transaction request from a user, wherein the transaction request includes data related to a transaction and user characteristics of the user. The data associated with the transaction and the user is analyzed to determine if the user is eligible to request the transaction. When it is determined that the user is eligible for requesting the transaction, identifying a payment currency for the requested transaction, computing dynamic conversion rate for converting the payment currency to the requested virtual currency, and calculating a purchase price in terms of the payment currency for the requested virtual currency of the transaction request using the dynamic conversion rate, the purchase price is used in completing the transaction request.01-19-2012
20120015733GAME MECHANICS FOR GIFTING - The Apparatuses, Methods, and Systems For Game Mechanics For Gifting (“GGM”) transform social graph, interactions, behavior and characteristics data inputs via various GGM components to create optimal gift-giving dynamics. In one embodiment, the GGM may receive a request to provide a gaming resource to a user. In response to the request, the GGM may aggregate and analyze interaction data to identify a provider with prior interactions with the user. The GGM may in turn request the provider for a gaming resource. The GGM may receive an indication to provide a gaming resource to the user in response to the request and may facilitate providing of a gaming resource to the user. The GGM may identify this indication as an instance of interaction and may update the user interaction data accordingly.01-19-2012
20120016796Apparatuses, Methods and Systems for a Trackable Virtual Currencies Platform - Methods for detecting fraud using virtual currency transaction include receiving information regarding a virtual currency transaction from a user. The information is analyzed to determine whether the transaction involves a user that is being tracked, wherein the user being tracked is associated with an elevated level of risk of fraud. When a user associated with the transaction is being tracked, the virtual currency transaction is monitored using tracked virtual currency. The virtual currency transaction is identified as potentially fraudulent based on the monitoring.01-19-2012

Matthew Ocko, San Francisco, CA US

Patent application numberDescriptionPublished
20110145137APPARATUSES,METHODS AND SYSTEMS FOR A TRACKABLE VIRTUAL CURRENCIES PLATFORM - The APPARATUSES, METHODS AND SYSTEMS FOR A TRACKABLE VIRTUAL CURRENCIES PLATFORM (“TVC”) transform user transaction request input via various TVC components into transaction result output. In one embodiment, information regarding a virtual currency transaction including a user identifier of a user associated with the virtual currency transaction may be received. A potential fraud event threshold score for the user may be calculated by analyzing past fraud data associated with the user, and a virtual currency transaction fraud score may be calculated by analyzing the user's social graph and the user's prior game play patterns. If the virtual currency transaction fraud score exceeds the potential fraud event threshold score for the user, the virtual currency transaction may be identified as potentially fraudulent.06-16-2011
20110212762APPARATUSES, METHODS AND SYSTEMS FOR A MULTI-LEVEL IN-GAME CURRENCY PLATFORM - The APPARATUSES, METHODS AND SYSTEMS FOR A MULTI-LEVEL IN-GAME CURRENCY PLATFORM (“MIC”) transform user transaction request input via various MIC components into transaction result output. In one embodiment, a request to calculate a dynamic conversion rate between a payment currency type and a requested virtual currency type for a user may be received. The base conversion rate between the payment currency type and the requested virtual currency type may be retrieved. A user characteristic indicative of the user's progress through a game that affects the base conversion rate may be determined, and a game progression adjustment to the base conversion rate due to the determined user characteristic may be calculated. The dynamic conversion rate may be calculated by adjusting the base conversion rate with the game progression adjustment and returned.09-01-2011
20110212769Apparatuses, Methods and Systems for Game Mechanics for Gifting - The APPARATUSES, METHODS AND SYSTEMS FOR GAME MECHANICS FOR GIFTING (“GGM”) transform social graph, interactions, behavior and characteristics data inputs via various GGM components to create optimal gift-giving dynamics. In one embodiment, the GGM may receive a request to provide a gaming resource to a user. In response to the request, the GGM may aggregate and analyze interaction data to identify a provider with prior interactions with the user. The GGM may in turn request the provider for a gaming resource. The GGM may receive may receive an indication to provide a gaming resource to the user in response to the request and may facilitate providing of a gaming resource to the user. The GGM may identify this indication as an instance of interaction and may update the user interaction data accordingly.09-01-2011
20110212770Apparatuses, Methods and Systems for a Virtual Security Camera - The APPARATUSES, METHODS AND SYSTEMS FOR AN ONLINE BEHAVIOR MONITOR (“OBM”) transform user social-gaming behavioral pattern data via various OBM components into online social-gaming experience customizations. In one embodiment, to process a virtual security clearance request, the OBM may obtain user online gaming pattern data including gaming actions and their associated timestamps, user online social activities and their associated timestamps; and virtual security clearance evaluation rules. The OBM may generate a social-gaming activity timeline using the gaming actions, social activities and timestamps. By applying the virtual security clearance evaluation rules to the social-gaming activity timeline, the OBM may calculate evaluation scores. The OBM may compare the evaluation scores to the evaluation score thresholds to generate virtual security clearance flags, and may determine whether any virtual security clearance flags were generated based on the comparison. The OBM may, upon determining that no virtual security clearance flags were generated, obtain user online gaming action input and user gaming environment data, and generate updated user gaming environment data using the user online gaming action input.09-01-2011
20110212784Apparatuses, Methods and Systems for a Live Online Game Tester - The APPARATUSES, METHODS AND SYSTEMS FOR AN ONLINE BEHAVIOR MONITOR (“OBM”) transform user social-gaming behavioral pattern data via various OBM components into online social-gaming experience customizations. In one embodiment, the OBM may provide, in response to a gaming app request from a user, a gaming app including a test game feature for the user. The OBM may obtain user social graph data identifying co-users of the user. The OBM may also obtain: online gaming pattern data for the users and the co-users, including gaming action identifiers and their associated gaming action timestamps; user online social activity data, for the users and the co-users, including social networking action identifiers and their associated social networking action timestamps; and game feature adoption evaluation instructions. The OBM may generate social-gaming activity timelines for the users and the co-users using the gaming action identifiers and the associated gaming action timestamps, as well as the social networking action identifiers and the associated social networking action timestamps. The OBM may also calculate and provide game feature adoption scores by applying the game feature adoption evaluation instructions to the generated social-gaming activity timelines.09-01-2011
20110213716Apparatuses, Methods and Systems for a Customer Service Request Evaluator - The APPARATUSES, METHODS AND SYSTEMS FOR AN ONLINE BEHAVIOR MONITOR (“OBM”) transform user social-gaming behavioral pattern data via various OBM components into online social-gaming experience customizations. In one embodiment, upon receiving a customer service request from a user, the OBM may obtain, for processing the customer service request, user social graph data identifying co-users, social networking action identifiers and associated social networking action timestamps; user online gaming action identifiers and associated gaming action timestamps; and customer service request evaluation rules and associated request evaluation score thresholds. The OBM may generate social-gaming activity timelines for the user and the co-users using the gaming action identifiers, social networking action identifiers and timestamps. The OBM may generate a social-gaming activity thread for the user using the social-gaming activity timelines. The OBM may calculate customer service request evaluation rule scores by applying the customer service request evaluation rules to the social-gaming activity thread, and compare each customer service request evaluation rule score to its associated request evaluation score threshold to generate request evaluation flags. The OBM may determine whether to process the customer service request based on whether any request evaluation flags were generated.09-01-2011
20120028713Apparatuses, Methods and Systems for an Engagement-Tracking Game Modifier - The APPARATUSES, METHODS AND SYSTEMS FOR AN ONLINE BEHAVIOR MONITOR (“OBM”) transform user social-gaming behavioral pattern data via various OBM components into online social-gaming experience customizations. In one embodiment, the OBM may generate individual social-gaming activity timelines for a group of users within a geographical region using user online gaming pattern and social activity data. The OBM may calculate individual time-varying activity level graphs for the users, as well as an aggregate activity level graph. The OBM may identify an activity trough in the aggregate activity level graph, and an event in the geographical region corresponding to the activity level trough. Based on keywords corresponding to the event, the OBM may obtain product results from a product database. The OBM may identify a subset of the users whose individual time-varying activity level graphs include an activity level trough during the activity level trough in the aggregate activity level graph, and may provide an advertisement for a product from the product results for the identified subset of the users.02-02-2012

Matthew Adam Ocko, Palo Alto, CA US

Patent application numberDescriptionPublished
20100227675Virtual Playing Chips in a Multiuser Online Game Network - In various embodiments, virtual currency is used within a multiplayer online game in a restricted manner.09-09-2010
20120015724EMBEDDING OF GAMES INTO THIRD PARTY WEBSITES - Systems and methods for embedding and tracking revenue from fully operational games into third party websites are disclosed.01-19-2012
20120015725EMBEDDING OF GAMES INTO THIRD PARTY WEBSITES - Systems and methods for embedding and tracking revenue from fully operational games into third party websites are disclosed.01-19-2012
20120015736SOCIAL REQUIREMENT FOR ONLINE GAME ASSET ACQUISITION - Example systems and methods related to a social requirement for acquiring an asset, such as a reward, in an online game are presented herein. In one example, an online game for a plurality of players is hosted. Information describing a social network of friends of a player of the game is accessed. An asset is provided to the player based satisfaction of an acquisition requirement to acquire the asset. The acquisition requirement includes a social requirement that is satisfied by a new association of a predetermined number of friends of the social network of the player with the online game.01-19-2012
20120015737FINDING FRIENDS FOR MULTIUSER ONLINE GAMES - The present disclosure relates to games and applications in general and in particular to computer-implemented online games, such as online role-playing games, playable by more than one person from more than one location. The game engine can search a player's social network to find friends to play with. These social networks can be constructed implicitly by analyzing a player's game play information and other information.01-19-2012
20120015738PLAYER RECRUITMENT FOR ONLINE GAME REWARDS - Example systems and methods related to player recruitment for acquiring rewards in an online game network is presented. In an example, an online game for a plurality of players is hosted. A player of the game is provided an asset based satisfaction of an acquisition requirement that includes a social requirement satisfied by a new association of a predetermined number of people with the online game.01-19-2012
20120015739FINDING FRIENDS FOR MULTIUSER ONLINE GAMES - The present disclosure relates to games and applications in general and in particular to computer-implemented online games, such as online role-playing games, playable by more than one person from more than one location. The game engine can search a player's social network to find friends to play with. These social networks can be constructed implicitly by analyzing a player's game play information and other information.01-19-2012
20120015740ENHANCED REWARD ACQUISITION FOR ONLINE GAME BASED ON SOCIAL REQUIREMENT - Example systems and methods related to the acquisition of awards in a multiplayer online game based on a social requirement are presented. In an example, a player is provided with a first-level reward based on satisfaction of first acquisition requirement including at least one of an in-game asset requirement and a game state requirement. Also provided to the player is a second-level reward based on satisfaction of a second acquisition requirement including a social requirement that is satisfied by anew association between another person and the online game.01-19-2012
20120015741FINDING FRIENDS FOR MULTIUSER ONLINE GAMES - The present disclosure relates to games and applications in general and in particular to computer-implemented online games, such as online role-playing games, playable by more than one person from more than one location. The game engine can search a player's social network to find friends to play with. These social networks can be constructed implicitly by analyzing a player's game play information and other information.01-19-2012
20120015742DYNAMIC REQUIREMENT VARIATION FOR ONLINE GAME NETWORK ASSET ACQUISITION - Example systems and methods relating to dynamic requirement variation for asset acquisition in an online game are presented. In an example online game for multiple players, a plurality of parameters employed to identify players who qualify for a reward provided by the online game are accessed continually. A current acquisition requirement for the reward based on the plurality of parameters is updated continually. The reward is provided to at least one of the players responsive to satisfaction of the current acquisition requirement by the at least one of the players.01-19-2012
20120015744APPLYING PROXY ATTRIBUTES IN MULTIPLE GAMES - Systems and methods to generate proxies for players in a game are described. In some embodiments, a method accesses social network information associated with a player of a first game and a second game. The player controls a first player character in the first game and controls a second player character in the second game. The method accesses profile information of a friend of the player controlling a third player character in the first game. The method creates a proxy based on the third player character having multiple attributes based on the profile information of the friend of the player. A event outcome is determined based on an attribute of the first player character and at least one proxy attribute. Another game event outcome is determined based on an attribute of the second player character and at least one proxy attribute.01-19-2012
20120015745DISTRIBUTION OF BENEFITS IN A MULTIUSER GAME - Systems and methods to distribute benefits and detriments in a multiuser game are described. In some embodiments, a method accesses social network information associated with a player of a game. The player controls a first player character in the game where the first player character has certain attributes. The method accesses profile information associated with a friend of the player, who controls a second player character. A proxy based on the second player is created and includes multiple proxy attributes based on the profile information associated with the friend of the player. A game event outcome associated with the first player character is determined based on the first player character attributes and at least one proxy attribute. The game event outcome includes an in-game benefit or detriment that is distributed to the first and second player characters based on the proxy.01-19-2012
20120015746PROXY GENERATION FOR PLAYERS IN A GAME - Systems and methods to generate proxies for players in a game are described. In some embodiments, a method accesses social network information associated with a player of a game. The player controls a first player character in the game where the first player character has certain attributes. The method further accesses profile information associated with a friend of the player. The friend of the player controls a second player character in the game. A proxy based on the second player character is created and includes multiple proxy attributes based on the profile information associated with the friend of the player. The proxy is associated with the first player character. A game event outcome associated with the first player character is determined based on the first player character attributes and at least one proxy attribute.01-19-2012
20120015747EMBEDDING OF GAMES INTO THIRD PARTY WEBSITES - Systems and methods for embedding and tracking revenue from fully operational games into third party websites are disclosed.01-19-2012

Matthew Adam Ocko, Pal Alto, CA US

Patent application numberDescriptionPublished
20120015715VIRTUAL PLAYING CHIPS IN A MULTIUSER ONLINE GAME NETWORK - Methods, systems, and computer programs are presented for executing game transactions in an online game to acquire virtual currency. One method includes an operation for detecting a request from a player to purchase virtual currency for use in the online game. Cash or credit is received, in an online transaction, to make the purchase of the virtual currency. The virtual currency of the online game is not redeemable for cash or credit so the virtual currency cannot be considered gambling proceeds. The method further includes an operation for crediting the player with an amount of virtual currency based on the amount of the received cash or credit.01-19-2012